Games traffic in dreams and Rockstar and Team Bondi have served up two of the most potent: the human need to reclaim times lost to us as knowable, and the desire to see the actual world present with mystery and secrets that can deliver us from the banal. L.A. Noire transcends genre and the expectations of what a game can be and casts a spell that I have yet to shake.
The Pros
- Intense, rich, immersive storytelling
- Interview mechanic is unlike anything else in gaming
- Action is directly related to the narrative
- Rockstar's most satisfying game to date
The Cons
- Immediate feedback when you're wrong can detract from the experience
L.A. Noire Review:
L.A. Noire is not "GTA with hats." Okay. . .that's out of the way.
I am at a loss as how to properly categorize it and have little interest, as it is only a distraction from a stunning accomplishment. The sheer audacity of the game would be notable in its own right -- the languid pace, the de-emphasis on combat, the prohibitions against the player going on auto pilot -- but it's how the role of design, storytelling, art direction and sound all conspire to create a sublime experience, one that feels altogether new and unrelentingly captivating. That is the lasting impression. Grand Theft Auto is an improper corollary for what to expect from LA Noire but its significance in the pantheon of games is equal to that of GTA III.
You’re Up, Gumshoe
You begin the game in 1947 as Cole Phelps. Fresh from WWII, and carrying a rare honor for bravery during his tour on Okinawa, Phelps shifts his service from the military to the LAPD. A straight-arrow to the annoying extreme, he becomes a poster child for the police department, desperate to draw attention away from the cloud of official corruption that surrounds the city's finest. Such favor moves Cole through the various desks: traffic, vice, arson and, of course, homicide, allowing the game to intersect with real events like the infamous Black Dahlia murder, and historical figures like the gangsters Mickey Cohen and Johnny Stompanato.
To give away more particulars about the game's story would risk ruining one of the biggest pleasures of the game. L.A. Noire does acknowledge the rich heritage of the genre both contemporary (L.A. Confidential, Chinatown) and classic (The Set-Up, Gun Crazy), and does so without self-consciousness or send-up. If anything, L.A. Noire is deeply reverential, not of the works specifically, but of the genre's deep roots in popular narrative, the myths of recent history, and the essential sense that things are not right with the American Dream: the post war economic boom is masking an epidemic of GI's who cannot acclimate; pervasive alcohol and drug abuse exist by those desperate to escape discontent; and manicured lawns hide dysfunctional marriages. This is all surrounded by a simmering violence that those in power choose to sweep under the rug in the rush to embrace progress.
L.A. Noire knows to keep narrative and gameplay spectacle to a minimum (only once does the game veer towards the flamboyant excesses of the GTA series), without sacrificing interest. For most players, the quiet, mature treatment of the material, and its elegant weaving of storylines, should come as a welcome respite from the Sturm und Drang of so many other games.
There Are Eight Million Stories. . .In L.A. Noire
That understanding of the pleasure of detective fiction and noir is what informs the single most striking aspect of the game: the storytelling. In noir, truths are revealed casually, the significance of facts unfurls slowly and no one talks directly. It’s the antithesis of traditional game narrative, which is designed to motivate the action quickly. L.A. Noire approaches the dichotomy of interaction and narrative by integrating them together inextricably. The cutscenes are essential to informing the interactive detective work and the detective work drives the narrative forward. Each element of the game is so intertwined with the other that it takes some time to realize the subversive genius on display; the story is the game, the game is the story.
The interactivity can be broken up into two parts; investigation and action. The investigation requires the heaviest lifting on the player's part through the collection of evidence and the interviews of the myriad characters that populate this dyspeptic world. The collection of evidence is a straightforward affair; carefully peruse a location and, with music and rumble queues to guide your attention, analyze items of curiosity.
This can result in the mundane examination of a hairbrush or the grotesquely cold process of looking for clues on a desecrated corpse. With each appropriate clue found, the evidence is entered in your journal and can open up a new avenue of investigation; a location, a person or insight into motive. This seemingly rote mechanic is anything but, as it is so predicated on a sense of discovery, the basic fantasy of being a detective, seeing special meaning in the pedestrian and knowing that it leads towards a deeper truth (despite the protests of your recalcitrant partners).
Interrogation Techniques
The interviews are unlike anything else available in games. While the Bioware model has the player drive the conversation through the attitude they impose, L.A. Noire is all about reaction. Questions are available from your journal and are derived from evidence found in clues and other interviews. Once the character has answered the question, you then respond to them as if they told the truth, as if they are withholding information, or as if you can catch them in a lie with the gathered facts in your journal.
Careful examination of their facial movements gives further indication of their forthrightness and listening to what they say can make all the difference in how the interview unfolds. The result is one of the most harrowing experiences in games and that's a good thing. Never have I been so transfixed to the screen or so absorbed in the minutiae of the moment. The desire to have the upper hand over obstinate or self-possessed witnesses became compulsive and success at breaking them was a thrill that no perfect headshot can replicate.
The game immediately indicates if your response was successful and I find it the one misgiving I have in L.A. Noire's design. The game continues despite your successes. Each case can be seen as following the model of 2010's Heavy Rain in that you can make it to the conclusion, but the choices you make determine the path that takes you there. Collect all the clues, you can find a particular location, botch an interview, you just follow the subject to see where he goes.
The result is a wondrous sense of personal ownership over the investigation, illusory or not, which is at the core of the game’s transfixion over the player. The intrusion of evaluation over your questions in the moment can give the wrong impression of failure and disrupts the game's spell. For the neurotic (myself included), let go of the need for a perfect playthrough on the first go, all the cases are available for replay upon conclusion.
Delayed Action
The action in L.A. Noire will be the most familiar to those who have played any recent Rockstar game, aim-assist, cover and reload are all available. What will be thoroughly unfamiliar is how sparing the action sequences are doled out, perhaps the most daring of all the design choices in the game . . .and it's a good thing.
All the actions in the main story are directly motivated by the narrative and are given greater significance through their infrequency. Car chases, shootouts and fistfights are not telegraphed and, as a result, take on the surprise and thrill they deserve. None of them are hard and all are relatively short which stays consistent with the tone of the game, you are the cops they are the hapless crooks. Towards the game's deeply satisfying conclusion the action sequences themselves take on a narrative heft that offers a stunning release to the claustrophobic turns in LA Noire's noxious story.
It's such deliberate design in L.A. Noire that makes it Rockstar's most satisfying game, despite and probably due to, its relative brevity (around 20 hours) compared to GTA or Red Dead Redemption. The game unfolds case by case, with small side missions available through the police radio (although they are dispersed somewhat unevenly) which benefits the game greatly by propping up the narrative as the primary focus as opposed to the free roaming mayhem that has been a hallmark of the company but can distract from their true talents and weaken the impact of the story. In L.A. Noire, the player is asked to pay attention unlike anything before, and the laser focus on narrative efficiency is only to the benefit of the experience.
I Can Tell By The Look On His Face
None of this could work as effectively as it does without production values that invite the player into a world that merits the attention and effortlessly allows the player to relinquish themselves to the sensuous pacing of a good crime story. What has received much advance attention, and deservedly so, is the facial animation system that turns every cutscene and character interaction into moments stripped free of crude archetype, allowing for nuanced acting and visceral reaction on the player's part.
The significance of this innovation cannot be overstated, especially in the interview sequences where you scrutinize every tic and sideways glance and the gasps of shock when a misdirected question would unleash a torrent of umbrage. (I actually said “sorry” out loud once.) The use of the animations is handled with great sophistication and those who think that a visual tell in one character is equitable with the next will be woefully surprised. In LA Noire, a good liar. . .is a good liar.
Even more impressive in the application of this remarkable technology is how L.A. Noire declines the urge to revel in its novelty. Very quickly, my eye-rubbing awe gave way to a sense of normalcy and comfort. The top-notch acting that drives the animations are primarily responsible, in particular Michael McGrady, Adam Harrington, and Aaron Stanton as Cole create complex and gripping characters that work so well in concert with the technology that the interplay between the two give way to a collective vitality that it quickly absorbed into the greater game.
In fact, the entire production design may be at risk for being underappreciated as it steadfastly refuses to invoke a sense of awe. From the costumes to the intricate sound details of hard-soled shoes on gravel and granite, L.A. Noire is rife with details whose service is only to the sense of place and drama; you can run, but watch and see the impulse to walk slowly to the suspect's door, savoring every small morsel of law-enforcing authority. The radio transitions from period comedy to be-bop to news broadcasts about the commencement of the HUAC hearings as you drive under banners celebrating Richard Nixon's election to the house of representatives 12th district, all quietly pointing toward a future of great uncertainty. The dripping sunshine that made Los Angeles a beacon to all of America after 1945 is relentless in L.A. Noire and slowly shifts into something mocking and malevolent as the story unspools the myth of paradise.
The City of Angels
Perhaps the strongest character in all of L.A. Noire is Los Angeles itself; 8x8 square miles of the city are available for exploration and the city of 1947 is represented in such detail that it could reasonably be considered an act of madness. Former and present Angelenos can drive themselves silly looking for intersections and buildings that still stand but the overall effect is not just a fully realized sense of place but also a sense of lost place.
This is not the Los Angeles I know, nor is it an American city familiar to anyone not alive during the transitional era of the later 1940's. The decision to place the game in a period that predates most of the famous architecture from the 1950's, a time more commonly associated with the noir genre, engenders a greater sense of the alien but also the real, the excesses of the fifties, celebrating a newfound middle-class are in their inception as people struggled to get themselves out from under the wreckage of the depression and the war. The city and the history depicted in the game are about to vanish in the wake of subdivisions and freeways to become, as one character puts it, "The City of the Twentieth Century."
Fin
That sense of something out of reach, of history that can only be gleaned through the refracted lens of books, film and now games provides L.A. Noire with its remarkable effect. Games traffic in dreams and Rockstar and Team Bondi have served up two of the most potent: the human need to reclaim times lost to us as knowable and the desire to see the actual world present with mystery and secrets that can deliver us from the banal.
L.A. Noire transcends genre and the expectations of what a game can be and casts a spell that I have yet to shake. For the past week, I drove around Los Angeles looking for the remnants of its history amid the assorted mini-malls and other travesties ushered in with the eighties, thinking of how I would once throw on a hat and clutch a magnifying glass ready to solve cases and bring truth as only a six-year-old can and wanting just one more opportunity.
Until then, you'll find me at Musso and Franks, drinking a martini. . .wearing a hat.

Adam at Musso and Frank Frill. . .waiting for DLC








Comments
Displaying 1–20 of 148
123456782
GARVMON
I don't get why people love this game, I have tried playing it a few times now and the only thing that happens is I end up falling asleep. I have never fallen asleep playing a video game, until this one.
ScottyMadlove
I am half way through. I have lost all faith in Adam. This game is SUPER lame. I already know who the real killer is and the game keeps forcing me to make bad decisions and lock up the wrong people. I have no choice but to kill everyone I encounter in a street crime when there should be plenty of negotiating and disarm options. There are glaring holes in investigations that the game will not allow you to investigate. Just one shoddy investigation with a ton of holes after another. The characters are hardly compelling. Once you come across one you half-way like, their relevance becomes short lived.
What the heck was Adam thinking? 5/5? On this game's best day it's a 3/5. 2/5 would be more accurate. Face mapping is good..but the "lie detection" is half a$$ed. Stan Marsh from South Park was right when he bashed this game. It makes absolutely NO difference whether you bust someone for lying or not. It all turns out the same anyway. The story (cases) are far too redundant to argue the point that "good writing" is a feature this game has going for it.
If you suck at video games. If you have a moderate to poor intuition or intelligence. This game is for you. I really wanted to like this game. Anyone who would rate this game 5/5 could not be trusted to recommend a good ice-cream flavor..let a alone a good game. Sorry Adam. But your stock has plummeted.
nicksakk
More hype than substance and kind of boring to be honest.
Oskie6
Fantastic game, though I didn't much care for the ending. JUSTICE FOR ROY EARLE!
mrmonkey232
red dead> noire. nuff said
Utau-Inu
Well written review but I have to disagree with the glowing praise. This game is the best example of games trying to be Hollywood that I can think of. What makes a good game is hard to pinpoint but what makes a great game is slightly easier. Chiefly, it needs to have a perfect balance between agency and passive narrative. That's where LA Noire fails... spectacularly. The game stops being a game and decides its a hollywood movie thus ruining the player's role in its outcome. I'm not saying that it needs seven different endings... I'm saying that when I know a man is guilty, and the game forces me to choose between two innocent men to hang my crime on without addressing the shady nature of this in a gameplay sense, something is terribly wrong. That this happens for large chunks of the game is ridiculous. The end of this brilliant detective yarn, as someone else pointed out, is a game of hide n' seek/peekaboo. Good story but when you really think about it, it's not the player's story like a Zelda might be, it's Rockstar's story and they don't want you mucking it up.
ScottyMadlove
Where are the comments?
ScottyMadlove
So? Who is right? Stan Marsh or Adam Sessler?
GriminyCricket
Good job Team Bondi and Rockstar
GriminyCricket
I loved this game and I feel it was one of the best games of all time. It's fine if you don't like this game but this is one of those games where I feel people should at least respect it and feel it's one of those amazing experiences for people who are interested in it. It's sad to hear some people put it down because I would like to see more games come up with a new experience and I feel the game developers deserved a lot of credit for this. It seems like so many people did think this game was GTA with hats. Great review Adam!
WreckedReviews
What a fantastic game. Check out what we had to say about Rockstar Games' newest masterpiece over at Wrecked Reviews, a new entertainment site run by regular guys like you. http://wp.me/s1iCBb-lanoire
dozenzone
GREAT GAME!!!!!!!!!!!!!!!!!!!!!!
adamofnicholas
I have been skeptical of L.A. Noire since it was announced, as I have historically been unable to get into Rockstar's games. Red Dead Redemption was certainly well made, but lacked that extra something to really motivate me to see it through. After playing hours of L.A. Noire, though, I can wholeheartedly say that it is Rockstar's finest moment since Grand Theft Auto 3. It's an astonishing piece of art, and its craftsmanship is made all the more apparent with each new case you take on. It's an experience that sells itself completely and without equal. While it may not be my favorite game ever, it's hard to find one that earns so much of my respect.
hihi100202
I need to get this. Apparently my 11-year-old sister was playing it at a friends house. She says the driving parts are awesome.
Yep. I'm getting this game.
Furnock
This game deserves every great comment it has gotten. It is revolutionary. It is different. It is a fantastic demo of what 'could be' in interactive media. This game has a lot going for it. After 3 Discs and hours of LOADING leads me to believe the lack of taking a real look at some of the inherent flaws fit right into the plot of the game. This goes beyond the usual Otaku rants of "I would have written the game/review this way"
Why do you need to sit through loading the last cut scene if you have to repeat a scene only to have it reload so you can re-play the quit scene? Why get dumped without a car in the middle of the city if you fail a car chase. The clues can be kludgy and hard to zero in on at times. Did I mention the loading? I find myself dangerously close to an Otaku rant of "I would have only given this 4 stars" The game is a wonderful new meal but served on a chipped plate. Not sure why other games get grilled and docked for similar 'features' but this game gets 5/5. Take the lead from Cole Phelps and follow the money.
meweheshe
Responses to peoples reasons for bad feedback.
The game is too linear- no one ever said it was gonna be a huge open game like gta or rdr. It's your own fault for expecting it to be nonlinear.
Cole Phelps is bland- He's a disciplined, by the book cop. DUH! The blandness goes away with Jack Kelso and the rest of the cast.
Side missions- He's a COP. He's gonna get calls. Whoever said side missions had to affect the story and characters? They don't affect it in rdr,gta,ac2,crackdown,infamous , or prototype or any other open game with side missions.
Only ONE answer- You can choose to fail a question. You can choose to fail the interview. You can even choose to arrest the wrong guy. No one said it had to be done ONE way. Doing this helps you see how differently the story and investigation unfolds.
Its easy to be wrong- You can restart the interview
Creepy faces- You need to get out more.
TOO SHORT- If you think 20 hr is too short then you really need a life.
Its not real noire- And? Is that a flaw? How does it not reminding you of noire make it bad? Other noire fans might disagree. A game can be great but suck at its theme. How about you quit living in your dumb little worlds and look at LA noire for what it is and not what you want it to be.
TOO REPETITIVE- Repetitive is good smart one. If every single thing was different from the next, you wouldn't have a clue what to do.
CLUE SEARCHING IS EASY CAUSE IT BABYSITS YOU- You can turn off the music that plays when you reach a clue and stop your controller from vibrating.
rockstar777
Why do people say if you screw up an interview you can not redo it? That is a lie, the game saves automatically and most of the time right before you do an interview. If you screw up, just quit and hit resume game, and it is like nothing ever happened. Me and my friends do this all the time if we screw up badly and miss an important question.
Stanton9
this game is cool and i will give it a 10.0
reep
the game is good the characters are realistic rockstar outdid themselves this time
bogdog44720
I liked the game. Those who don't are not seeing the game for what it is. It's not Mass Effect 2, and the fact that there is only one right answer is the point. Just like in the real world. You mess up an interrogation and a perp walks or the wrong guy goes to jail. Back then there was no DNA testing.
Enjoy the fullness of the city, the acting and the great story. Don't nit pick it to death because there wasn't enough killing and blowing up things. I applaud them for this effort and this will be game of the year.
I am concerned about the replay value. Hopefully we'll get plenty of DLC which I suspect since the game originally was going to be on 6 discs for Xbox and two discs for PS3.
Displaying 1–20 of 148
123456782
Add a Comment